//============================================================================= // FlareRevolver //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - IJC Weapon Development //============================================================================= class FlareRevolver extends KFWeapon; function bool HandlePickupQuery( pickup Item ) { if ( Item.InventoryType == Class ) { if ( KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).PendingAmmo = WeaponPickup(Item).AmmoAmount[0]; } return false; // Allow to "pickup" so this weapon can be replaced with dual deagle. } return Super.HandlePickupQuery(Item); } function float GetAIRating() { local Bot B; B = Bot(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return AIRating; return (AIRating + 0.0003 * FClamp(1500 - VSize(B.Enemy.Location - Instigator.Location),0,1000)); } function byte BestMode() { return 0; } simulated function bool PutDown() { if ( Instigator.PendingWeapon.class == class'DualFlareRevolver' ) { bIsReloading = false; } return super(KFWeapon).PutDown(); } simulated function AddReloadedAmmo() { UpdateMagCapacity(Instigator.PlayerReplicationInfo); if(AmmoAmount(0) >= MagCapacity) MagAmmoRemaining = MagCapacity; else MagAmmoRemaining = AmmoAmount(0) ; // Don't do this on a "Hold to reload" weapon, as it can update too quick actually and cause issues maybe - Ramm if( !bHoldToReload ) { ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0)); } } defaultproperties { SkinRefs(0)="KF_IJC_Halloween_Weapons.FlareGun.flaregun_cmb" SkinRefs(1)="KF_IJC_Halloween_Weapons.FlareGun.flaregun_flame_shader" SleeveNum=2 WeaponReloadAnim=Reload_SingleFlare IdleAimAnim=Idle_Iron MagCapacity=6 ReloadRate=3.2 ReloadAnim="Reload" ReloadAnimRate=1.000000 Weight=2.000000 bModeZeroCanDryFire=True FireModeClass(0)=Class'KFMod.FlareRevolverFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectSoundRef="KF_RevolverSnd.WEP_Revolver_Foley_Select" bShowChargingBar=True Description="Flare Revolver. A classic wild west revolver modified to shoot fireballs!" EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) Priority=105 InventoryGroup=2 GroupOffset=5 PickupClass=Class'KFMod.FlareRevolverPickup' PlayerViewOffset=(X=20.000000,Y=18.000000,Z=-8.0000000) BobDamping=6.000000 AttachmentClass=Class'KFMod.FlareRevolverAttachment' IconCoords=(X1=250,Y1=110,X2=330,Y2=145) ItemName="Flare Revolver" bUseDynamicLights=True MeshRef="KF_IJC_Halloween_Weps3.FlareRevolver" DrawScale=1.000000 TransientSoundVolume=1.000000 AmbientGlow=0 AIRating=0.450000 CurrentRating=0.450000 bHasAimingMode=True DisplayFOV=60.000000 StandardDisplayFOV=60.000000 PlayerIronSightFOV=75 ZoomedDisplayFOV=50 HudImageRef="KF_IJC_HUD.WeaponSelect.FlareGun_unselected" SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.FlareGun" TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_FlareGun' bIsTier2Weapon=True AppID=210934 }